Card and Monster Lists

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This is a combined, revised, and expanded version of card lists taken from the old forums (and from the old, old forums before that). The original lists were written, contributed to, and/or maintained by Sauron, Feroz, ColtsFan76, jgt7771, and various other posters to the original threads. Thanks to everyone who has contributed!

Cheers,Chris

Note: Some card/marker types do not have explicit titles (e.g., Blessing of Nodens) or have several markers with the same name but different characteristics (e.g., Riot monster markers). In these lists, just enough from the rules for these components will be provided to let you tell the individual components apart. This information is indicated by braces: { ... }.

Expansion Abbreviations:Under each section, cards are subgrouped by expansion. Expansions are listed in the order of publication of the English edition of the game. The following abbreviations are used for the base game and expansions:

AH: Arkham HorrorDP: Curse of the Dark PharaohDH: Dunwich HorrorKY: The King in YellowKH: Kingsport HorrorBG: Black Goat of the Woods

DP Special Cards: Barred from the Neighborhood (18)Barred from Downtown ×2Barred from Easttown ×2Barred from French Hill ×2Barred from Merchant District ×2Barred from Miskatonic U. ×2Barred from Northside ×2Barred from Rivertown ×2Barred from Southside ×2Barred from Uptown ×2

AH Environments (Mystic) (12)A Strange Plague Blackest Night Blood Magic The Chill of the Grave Dreams of a Sunken City The Man in Black No One Can Help You Now Noden's Favor Planetary Alignment R'lyeh Rising Solar Eclipse Things of Darkness

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I added, expanded and corrected it a bit, but as the first post says, most of the work was already done on the old forums. It is still missing a few things, and there is at least one more expansion to go... hopefully we'll be able to edit posts one day. I'll add it to the wiki, too, so it'll at least be editable there.

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Some one has a portal card list, cause I am missing 5 ot them and i don't know wich one. 1 red and 4 yellow. Dunwich Expansion.

Thanks.

Is this what you mean?

Colors

Location

Locations

Colors

1

2

3

Locations

Red

Countless voices chitter and gibber in the caves, driving you to the brink of insanity and causing your arcane lore to become jumbled. Roll a die for each Spell you have, discarding it on a failure.

Thrown back millions of years, you find that you have swapped bodies with an alien being. Make a Luck (-2) check to try and find a way to switch back. If you pass, return to Arkham. If you fail, you are devoured.

A hideous monster appears!

1 - Abyss 2 - Another Time 3 - Other

Red

Pass a Luck (-2) check or the shadowy creatures capture you and torture you for days. Draw 1 Injury and 1 Madness card, then discard one of them of your choice. If you pass, you escape with the idol's jeweled eyes. Gain $5.

In the far-flung future, you are witness to an Earth that lies in ruin, populated only by hideous beetles. You return wiser, but your mind is unhinged by the experience. Gain 3 Clue tokens, but lose 3 Sanity.

A terrible monster appears!

1 - Abyss 2 - Another Time 3 - Other

Red

If Nyarlathotep is the Ancient One, then an elephantine shantak picks you up in its claws and deposits you before the Crawling Chaos himself. Laughing at the futility of your quest, Nyarlathotep hurls you away using his powers. You are lost in time and space. If Nyarlathotep is not the Ancient One, nothing happens.

Pass a Luck (-2) check to escape back to the present with a precious object. Draw 1 Unique Item. If you fail, you are stranded in the medieval village. Stay here next turn.

Struggling to hold your breath, you cannot seem to find the surface of the mysterious sea. Lose 1 Sanity and 1 Stamina.

1 - Plateau of Leng 2 - Another Time 3 - Other

Red

The poison from the purple spider's bite courses through your veins. Roll 3 dice. If you roll no successes, draw 1 Injury card. If you roll at least 1 success, nothing happens.

Hurtled forward in time, you witness mankind's final moments. Pass a Will (-2) check or draw a Madness card.

The fumes overcome you at last, causing you to sink into a dreamless sleep. Stay here next turn.

1 - Plateau of Leng 2 - Another Time 3 - Other

Red

If Cthulhu is the Ancient One, then a green, flabby arm reaches out of the shadows towards you. Pass a Speed (+1) [3] check or you are devoured. If Cthulhu is not the Ancient One, nothing happens.

You realize that the Hound has seen you as you gazed at it across the ages. If there is a Hound of Tindalos in the monster cup, it appears.

Although you believe that you've found a way home, the path looks perilous. You may roll 3 dice, losing 1 Stamina for each failure you roll. If you are not reduced to 0 Stamina, you may return to Arkham.

1 - R'lyeh 2 - Another Time 3 - Other

Red

The island has begun to sink back beneath the waves. If you do not hurry, the ocean will swallow you as well! Pass a Speed (-2) check or you are reduced to 0 Stamina.

Finding yourself in a primordial jungle, you are attacked by savage hominids directed by a hovering brain covered in black tentacles. Either pass a Speed (-1) [2] check or discard a Dynamite card to escape from them, gaining 2 Clue tokens in the process. If you do not escape, lose 2 Stamina and stay here next turn.

The endless forest refuses to give up its mysteries. No encounter.

1 - R'lyeh 2 - Another Time 3 - Other

Red

The ghouls show you a secret tunnel under the graveyard. Return to Arkham, but lose 1 Sanity.

Pass a Luck (-2) check to wake up in an unfamiliar place. You find that you have become another person in a distant time. Years pass a you are married, raise a family, grow old, and finally die. However, it seems that you no sooner close your eyes for the final time than you open them again right back where you started, but with the memories of an extra lifetime. Draw 2 Skills, discarding 1 of them.

While trudging through the rocky terrain, a stone slips out from under your foot. Pass a Luck (-1) check or you tumble to the bottom of the hill. If you are in the second area of the Dreamlands, move to the first area. If you are in the first area, stay here next turn.

Awakening, you find yourself in a Victorian masked ball. The night passes in a blur. Stay here next turn.

The ground shifts under your feet, sending you tumbling head over heels. Lose 1 Stamina.

1 - The Dreamlands 2 - Another Time 3 - Other

Yellow

In your wanderings through the city, you come across a strangely marked stone of onyx. Pass a Lore (-1) check to read it and draw 1 Spell. If you fail, stay here next turn.

Resting beside the cobbled lane as the shadows grow long in the abandoned streets, you wonder if you'll live to see this thing through. No encounter.

Looking at the vast distances you still have to cross, you feel as though all is lost. Lose 1 Sanity.

1 - City of the Great Race 2 - Lost Carcosa 3 - Other

Yellow

Make a Luck (-1) [2] check. If you pass, one of the alien scientists imparts a great secret to you. If you have fewer than 5 Clue tokens, you gain enough to bring your total to 5. If you fail, nothing happens.

Looking up at the shrouded sky, you are startled to see two moons. Lose 1 Sanity.

Although your journey has been perilous, you've found a possible way to get home. Pass a Luck (-1) check to return to Arkham.

1 - City of the Great Race 2 - Lost Carcosa 3 - Other

Yellow

The inhuman ghosts of Sarnath grope and grasp at your flesh as you run through the city in terror. Pass a Will (-1) check or lose 2 Sanity.

Hearing the sounds of approaching footsteps and tattered cloth blowing in the wind, you are abruptly terrified. Pass a Will (-2) check or you flee from this place as fast as you can. Return to Arkham, but do not gain an explored token.

It seems that no matter where you go, there are always thieves waiting to prey upon the unwary. Lose $2.

1 - Dreamlands 2 - Lost Carcosa 3 - Other

Yellow

Finding a small, rusted mirror lying on the shore, you can sense immense power within it. If you want, you may gaze into the mirror. If you do so, draw 1 Madness card and become Blessed. If you do not gaze into the mirror, nothing happens.

Shivering, you feel the light of a baleful star upon you, but upon looking up, you see only darkness where you know the star to be. Either lose 3 Sanity or you are Cursed.

It seems as though you've run out of options for now, so you must bide your time. Stay here next turn.

1 - R'lyeh 2 - Lost Carcosa 3 - Other

Yellow

The mottled green stone that the city is carved from seems to whisper to you of the vastness of space and the horror of the things that live therein. Lose 1 Sanity.

If Hastur is the Ancient One, then you are in grave danger. The exiled King in Yellow is coming. Pass a Horror (+0) [3] check or you are devoured. If Hastur is not the Ancient One, nothing happens.

A monster appears!

1 - R'lyeh 2 - Lost Carcosa 3 - Other

Yellow

Pass a Luck (-1) check to be permitted an audience with King Kuranes. He tells you of many things of importance in the Dreamlands. Gain 2 Clue tokens.

Peering up at the towers of the city, the rising moon appears to you to be in front of them rather than behind. Lose 1 Sanity.

The only way forward now is a terrifying leap off a cliff. Pass a Will (-2) check or stay here next turn.

1 - The Dreamlands 2 - Lost Carcosa 3 - Other

Yellow

Pass a Luck (-2) check to avoid becoming lost in the icy, dark valleys that predominate here. If you fail, stay here next turn.

Frustrated and alone, you cry out, and your voice echoes through the city streets. Instantly, you realize that you shouldn't have done that. You are Cursed.

Although you try your best, you are unable to hang on any longer. If you are in the second area of this Other World, move to its first area. If you are in its first area, you are lost in time and space.

1 - Yuggoth 2 - Lost Carcosa 3 - Other

Yellow

The light of the stars is gathered here, on this distant planet. Curious, you bathe yourself in it and find yourself healed and transfigured. Either restore your Stamina to its maximum value or discard 1 of your Injury cards.

You walk around the shores of Lake Hali, seeking to reach the distant and shrouded city that sits there. However, no matter how far you walk, it always remains on the far side of the lake. Stay here next turn.

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Hey dude thank you very much. At least now i can make theme with the strange eons. Where did you find that list?

I made the list. Through most of Kingsport, I typed every card into my little Excel spreadsheet. But once BGotW got here (and I was finishing up KH) I realized that my Adobe Acrobat had an OCR function. So I scanned most of the rest and just worked on formatting (which was still as time consuming but saved my poor wrists from Carpal Tunnel). I still had to type some in, like the Cult Encoutner cards of BG because the text was too small and the border to noisy to grab anything worth while from it.

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I made the list. Through most of Kingsport, I typed every card into my little Excel spreadsheet. But once BGotW got here (and I was finishing up KH) I realized that my Adobe Acrobat had an OCR function. So I scanned most of the rest and just worked on formatting (which was still as time consuming but saved my poor wrists from Carpal Tunnel). I still had to type some in, like the Cult Encoutner cards of BG because the text was too small and the border to noisy to grab anything worth while from it.

I have to say, that is really impressive! How much time do you think you put into that spreadsheet?